Civil War Errata November 1983 INTRODUCTION The following corrections and clarifications address the questions that have arisen since the publication of The Civil War. If the date on the bottom righthand corner of page 56 in your rules booklet reads "2/83," these errata are applicable to your copy of the game. In subsequent printings, these corrections have already been made in the rules booklet. Errata are designated on this sheet by section and page number and right (R) or left (L) column. RULES 1.1 Resource Allocation 8R: Confederate Control of Washington. (Clarification) If the Confederates take Washington, the Union Blockade and Sea Lift are permanently reduced to zero. Furthermore, the East must be the Union primary theater starting with the first Resource Allocation following the fall of Washington. 1.2 The Action Phase 9L: Definition. (Clarification) Each Command Point spent always uses up one point of the Initiative Dice Difference. I0R: Mandatory expenditure. (Correction) The example should read, "In other words, there is no passing in the game--if you have any Commands and/or Reinforcements, then the initiative Dice Difference must be spent on them." I0R: Command Point Types. (Clarification) Naval Commands can be spent only to activate naval leaders, naval forces, and ground leaders using sea movement, amphibious movement, or river movement. 2.1 Leader Rank 10R. (Clarification) Naval leaders may never command SP's for ground movement or for ground combat. They may command them for amphibious invasions. 2.2 Leader Promotions 11L: Promotion Procedure. (Clarification) When a leader reinforcement is picked and it turns out to be a promotion counter for a leader already on the map, the promotion immediately replaces the lower ranked counter in the hex occupied by the lower ranked counter. (Clarification) A promotable leader becomes eligible for promotion when he has been in combat and was not killed, wounded, or placed in the leader pool. Overrun is not considered combat for promotion purposes. 11R: Promotion Anomaly (Clarification) If a leader's promotion counter is on the Turn Record Track and the lower ranked counter becomes wounded, place the lower ranked counter with the higher ranked one on the Turn Record Track. Both are then placed in the Leader Pool on the following turn. If a promotion counter is in the Leader Pool and the lower ranked counter is killed, discard the higher ranked counter when picked and pick again. If the promotion is on the Turn Record Track when the leader is killed, remove the promotion counter. If a promotion counter is in the Leader Pool and the lower ranked counter is wounded, place both promotion and wounded counters on the Turn Record Track for the next turn. 3.2 Leaders and Ground Movement 14L: Movement of Leaders Alone. (Addition) A leader moving by himself may never enter a hex occupied by an enemy SP, depot, fort/fortress, or Army Reaction Radius. He may enter an enemy Army Reaction Radius if the hex entered contains a friendly SP. (Clarification) A leader moving by himself may combine different types of movement during the same Pulse, without penalty. 3.3 Terrain Effects on Movement 15L. (Clarification) A force may never cross a navigable river hexside and enter a hex occupied by an enemy fort or fortress that is in supply or occupied by an SP. If the fort/fortress is out of supply and unmanned, the hex may be entered. Fort Pickens (2730) and Fort Pulaski (4425) are the only fortresses completely separated from the mainland by navigable river hexsides. 3.5 Rail Movement 15R: Procedure. (Addition) An SP may move along friendly controlled rail lines in enemy territory without aid of a leader. Reinforcements may also be brought in by rail in enemy territory. 4.1 Combat Procedure 17L: 10. Army Combat. (Clarification) A leader in command of an army, and whose Army Command Rating is tinted in the enemy's favor, gives his re-rolls to his opponent. This is true whether or not the enemy force is an army. Thus, if McClellan and the Army of the Potomac attack a non-army Confederate force, the Confederate player still receives McClellan's re-roll. 4.4 Leader Effects on Combat 18R: Leaders Without Armies. (Correction) The example beginning, "The Union die roll was . . .," should read "The Union die roll was a 3 modified to a 4, while the Confederate result was a 6 modified to an 8. Cross-referencing the Union result on the CRT we find that the 4 roll yields a result of dl since we use the result under the Def column and the medium size row (the Union force is medium size). The Confederate roll is located under the Att column and yields a result of d in the small force size l row (the Confederate force is small) against the Union. Thus the final result is that the Confederate loses an SP and is Demoralized, while the Union is only Demoralized. Had Polk been the Confederate leader instead of Jackson, his Tactical Combat Rating would have been added to the Union result. Thus, the final Union die would have been 5, the Confederate 6. Leader Loss Checks are made for both leaders at the conclusion of the combat resolution." 5.3 Naval Movement 23R. (Clarification) The Union player can use both Discretionary and Naval Commands to move NSP's, conduct sea movement, amphibious movement and to move naval leaders. 5.6 Union Sea Lift Capacity 24R. (Clarification) Each SP moved by Sea Movement or Ocean Transport uses one Sea Lift point. 5.8 Union Amphibious Movement 25R. Amphibious Movement Procedure. (Correction) Step 5 should read, "If there is still a Confederate ironclad in the invasion hex, then steps 3 and 4 are repeated. 26L. (Clarification) When an invasion hex contains Confederate SP's, Confederate losses must be taken from the SP's, not from the intrinsic hex strength. 5.9 Combined Land and Naval Combat Example 27R: (Correction) Starting with "The Combat is resolved using . . .," should read, "The combat differential is +1, but there is a column shift of 1 left because the Confederates occupy a fort. The Union player rolls one die and adds the Tactical Combat Ratings of Grant and Foote to the result. The modified result is 5, which is then located under the Def column beside the medium size result to find the effect on the Confederate force. The result is dl. The Confederate player rolls a 6, which when cross-referenced under the Att column beside the small size result yields a d result against the Union. Thus, the Union has won the battle and the remaining 2 confederate SP's must retreat. A force may not retreat across a navigable river hexside nor into a hex adjacent to the attacker, thus the 2 SP's are also eliminated. The Union SP's occupy the fort, destroying it, and are demoralised. The naval force remains in its hex side and is not demoralised. Leader Loss Checks are then made for Foote and Grant." 5.10 Naval Combat 28L: Naval Combat Results. (Addition) If a transport is damaged, any SP it is carrying is returned to the starting hex. Do not roll for additional losses or move the SP across the map, simply place it on the starting hex. If there are more transports than SP's, then no SP is moved back as long as there is at least 1 transport per SP. 5.11 CSA Commerce Raiders 28R. (Clarification) Union Naval Commands spent to affect the Confederate roll, affect all the CSA raiders currently at sea. The Union player docs not spend the Commands separately for each ship at sea. 6.2 Tracing a Supply Line 30L: Supply Depots. (Clarification) Supply depots may be built on a hex which is out of supply. This represents "living off the land" and is one of the primary tactics in the game. 6.3 Combination Supply Lines 30R: Union Supply by River. (Clarification) A supply line may not be traced along a river into a river hexside controlled by an enemy fort/fortress which is in supply or manned, or into a hexside controlled by an enemy NSP. 31R: Supply Example. (Correction) the text of the example should read, "The control markers indicate Union control of cities and rail lines. The rail line from the 1 SP force to Pensacola and Mobile is Union controlled. The 1 SP is in supply because it can trace a supply line along the rail line to Pensacola, which is a coastal hex. The supply line then goes from there to the north and is a valid line. The 2 SP force is in supply because it occupies a hex adjacent to a navigable river hex side and that river leads out to sea. The supply line is valid because Confederate Fort Morgan is out of supply and thus has no effect on the game. However, if Fort Morgan were occupied by a Confederate SP, then the supply line would be traced by river to Mobile, then by rail to Pensacola, and from there over the sea to the North. If the Confederate player controlled any of the river hexsides between the force and Mobile (for example, a CSA ironclad in hexside 2426/2527 or a fort in 2427), the force would be out of supply. The 3 SP force is in supply because it occupies a coastal hex." 7 Reinforcements 32R: When Reinforcements Enter the Game. (Clarification) Reinforcement is not movement; thus, a reinforcement (of any type) may be moved in the same Pulse it is placed. 33L.: Strength Points, 2, Army Placement. (Clarification) Reinforcements may not be taken into an army which is already at its maximum strength. They may be taken into the hex if it contains an eligible VP city, as in VP City Placement. 33R: Leaders. (Correction) A leader may enter the game as a result of winning an Initiative roll or being entered in the Pulse. Entering a leader for winning the initiative is free, while entering in a Pulse costs the player one point of Initiative Dice Difference (but no Commands). 8.2 Rail Conversion. 34R: Conversion by State Control. (Addition) When a player converts a neutral state by occupying all its VP cities at the end of a turn, he also gains control of the rail line in the state. When an enemy state is converted to neutrality the rail lines remain in enemy control until converted by cavalry or infantry. 9.2, Army Movement and Stacking. 35R. (Clarification) A Union army may move by Sea Lift, but not by Ocean or River transport. 10.2 Cavalry Control of Hexes. 40R. (Clarification) A cavalry force becomes an infantry force if its leader is killed or wounded, or if it is dropped off in a hex during movement. Since there are no separate counters for cavalry, this anomaly could not be avoided without excessive rules complexity. You should avoid intentionally using this tactic and house rules are encouraged to prevent abuse. 12.6 Missouri. 42R. (Clarification) If Missouri joins the Confederacy, the Union loses all subsequent Trans Mississippi reinforcements. If Missouri is retaken by the Union, Trans-Mississippi reinforcements for turns following reconversion are not lost. 13 State Militia Mobilization 42L. (Addition) Kentucky's state militia has already been mobilized at the start of the game also (parts joined each side!). (Clarification) If a state has no VP city on the map, place its militia on any hex in the state except the one entered by the enemy force which triggered mobilization. 47R: 1864 Confederate Set-Up. (Change) The force setting up in 3318 should set up in 3319 instead. In addition, the Confederate Army of Mississippi is already eliminated (surrendered at Vicksburg). 48R: 1864 Union Naval Set-Up. (Correction) Delete the Indianolo, which is shown setting up in 1426/1427. It is already eliminated. 15.7 Scenarios and Victory 51R. (Clarification) Victory Points are also awarded for the destruction of enemy VP Cities by Indian Raid. This is in addition to being awarded 1 VP for every two cities/stockades eliminated. CHART CARD Terrain Effects Chart. (Correction) Rail lines have no effect on Amphibious Defense Strength or CRT Column Shifts, delete the "1" in each of these columns. 26R: Amphibious Movement with Naval Leaders (Clarification) When there are two or more Union naval leaders in the same force, only the Tactical Combat Rating of the highest ranked is used to resolve combat. 26: Amphibious Combat Example. (Correction) The 2 transports should be ocean-going, rather than river-going, and the example text should read, "Union force B under Farragut has left Washington to make an amphibious landing against Mobile. The force enters the river hexside 2429/2530 which is controlled by Fort Morgan and occupied by the CS ironclad Tennessee. The first round of naval combat is initiated; the Confederate player rolls on the I NSP column while the Union rolls on the 5 + column (4 NSPs for his ironclads, plus I NSP for the two transports). The Confederate player rolls a 4, no effect. The Union rolls a 1, which is modified to a 3 for Farragut's Tactical Combat Rating; no effect. Then the Confederate fortress attacks on the Unmanned Fortress row; the roll is a 5, damaging one Union NSP. The Union player chooses an ironclad rather than a transport to keep from losing an SP as well. He places the Mahopac on the Game-Turn Record Track for the next turn. In the second round of combat, the Confederate rolls a 5 for no effect; the Union uses the 3-4 column because his ironclad loss reduces his strength to 4 NSP s. He rolls a 3, which is modified to 5 for Farragut and the Tenessee is damaged; since it is Confederate, it is eliminated. The fortress gets one more shot and a 4 is rolled for no effect. The Union force moves into hexside 2429/2529 and the Confederate fortress gets to attack again since the Union force is running the fortress. A 1 is rolled for no effect. The Union force enters hex 2428 to launch the invasion against Mobile. First, the manned fort in the hex gets to attack the Union force; the result is no effect. Then the invasion is resolved. The Confederate strength is 4 (1 point each for the hex, the fort, the SP and the city); the Union strength is 6 (3 for the ironclads I for the 2 transports, and 2 for the SP s). Using the Combat Ratio/Differential Determination Chart we find this is a +1, +2 combat (column F). The Union player rolls one die and adds the Tactical Combat Ratings of Farragut and Schofield to the result, the modified result is 7, which is located under the Def column beside the j Medium size result (because the Union force is medium size, 4-9 SP equivalents). The result against the Confederate is d2. The Confederate rolls a 4, which is located under the Att column beside the Medium size result (since the Confederate force is also medium), the result is dl against the Union. Thus, the Confederate force, including the fort, is eliminated, the Union force loses I SP and is demoralized, but successfully occupies Mobile. Leader loss checks are now made for Farragut and Schofield. A second effect of the invasion is that Confederate Fort Morgan is now out of supply and has no effect on the game. Had the Union lost more NSPs to the Tennessee or the fortress, the invasion might have failed. If it failed, the Union would have had to retreat back to Washington by passing Fort Morgan a second time, being attacked as it passed.